From 8edcd18c523d21a9e812c815c80f152c3b584c09 Mon Sep 17 00:00:00 2001 From: bjorn Date: Tue, 4 Oct 2016 12:16:49 -0700 Subject: [PATCH] Fix typos; --- doc/API.md | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/doc/API.md b/doc/API.md index a1422b02..61d73c27 100644 --- a/doc/API.md +++ b/doc/API.md @@ -7,14 +7,13 @@ - `renderTo(callback)` - Render to the headset using a function. The callback function will be called twice, once for each eye. This function sets the correct transformation and projection matrices before rendering. -- `x, y, z = getPosition()` - Get the position of the headset in meters. -- `angle, axisX, axisY, axisZ = getOrientation()` - Get the orientation of the headset returned in +- `x, y, z = getPosition()` - Get the position of the headset, in meters. +- `angle, axisX, axisY, axisZ = getOrientation()` - Get the orientation of the headset, returned in angle/axis format (radians). - `vx, vy, vz = getVelocity()` - Get the velocity of the headset. - `x, y, z = getAngularVelocity()` - Get the angular velocity of the headset. - `hand` is "left" or "right". - `setClipDistance(number near, number far)` - Set the clip distance of the virtual camera. -- `near, far = getClipDistance()` - Retrieve the clip distance of the virutal camera. +- `near, far = getClipDistance()` - Retrieve the clip distance of the virtual camera. - `width, depth = getTrackingSize()` - Dimensions for the rectangle enclosing the available play area, in meters. - `isVisible = isBoundsVisible()` - Whether or not the boundary grid is currently visible. @@ -23,6 +22,7 @@ Controllers: - `Controller = lovr.headset.getController(string hand)` - Return a controller object for the specified hand. + `hand` is "left" or "right". - `isPresent = Controller:isPresent` - Whether or not the controller is connected and available for use. - `x, y, z = Controller:getPosition()` @@ -85,7 +85,7 @@ Shaders: - `lovrColor` is the color set by `lovr.graphics.setColor`. - Source for the default shader: -``` +```lua shader = lovr.graphics.newShader([[ void main() { gl_Position = lovrProjection * lovrTransform * vec4(position.xyz, 1.0); @@ -113,7 +113,7 @@ Buffers: - `Buffer:setVertex(index, x, y, z)` - Set the value of a vertex. - `Buffer:setVertexMap(map)` - Set the draw order of the vertices. It is possible to re-use indices. -- `Buffer:setDrawRange(start, count)` - Limits the vertices draw to a subset of the total. +- `Buffer:setDrawRange(start, count)` - Limits the vertices drawn to a subset of the total. - `Buffer:getVertexCount()` - Retrieve the number of vertices in the Buffer. `lovr.event`